Microtopia - Thomas Goblinz
Hello everyone! We're back for another small update, addressing bugs (can't help but doing the joke, but we are really addressing bugs though), Unity safety issues, and more!

Please find the full patchnote below :

Microtopia - v1.1.2 Update
  • Added the possibility to relocate entire floor tile selections
  • Improved performance with many floor tiles
  • Command trails no longer snap to floor tile grids
  • Updated material requirements for iron decorations.
  • Unbuild floor tiles no longer show their progress billboard.
  • Updated the Unity build version in reaction to the recent security risk.
  • Fixed being able to cheat with catapults using paste actions.
  • Fixed being able to create illegal building assignments using pipette.
Nov 3
Pizza Deathlivery - ShaCorp
Hello Deathliverers!

Today again a small patch to fix the disconnection bug.
  • Fix: Whenever someone (other than the host) grab an object and drop it then disconnect before someone else touched the object, it becomes invisible and "un-grabbable" by all other players

As always, if you feel like this doesn't cover everything or worse, bring new bugs, please contact us by mail or discord!

Going back to fix other bugs, especially the ones related to the optimization we made last Friday!

See you very soon !
Innocent Au-pair - cherryville313

Hello Everyone,

The new update is almost ready. It turned out a little shorter than I originally planned, but this time I focused on add the new repetitive events during free roaming.

When it comes to the story route, this update continues the "Sharing Wife" path. Meanwhile, Alex’s part is currently blocked and will return in a future update.

We’re moving toward the final phase of development, and the general plan is to complete the game within the next five updates. Including this upcoming release, here’s the roadmap:

  • One more update for David’s route

  • Two more updates for Alex’s route

  • And one final update, which will include all endings

Schedule:
5.11.25 - Patreon
9.11.25 - Steam

Change Log:

  • One new yoga scene for Tasha

  • One new shower scene for Tasha

  • One new sauna scene for Tasha

  • Two new summer house scenes for Tasha

  • One new laundry scene for Alla

  • Two new summer house scenes for Alla

  • Three new scenes with David, Alla, and Jack

  • Three new setup scenes with Alla, Tasha, and David (leading into one big upcoming scene)

1000 Deaths (Thousand Deaths) - LunaWoolf
- Fixed glitches when loading scenes with multiple display setups.
Paper Castle Playtest - Hectiq
Buildings
- New visuals
- New building: Water Tower
- Upgrades now available for Barracks and Barrel Stacks
- All upgrades reworked
- Improved preview material
Enemies
- New visuals
- New behaviors (mostly fire-related)
- Possibility to aggro enemies
Painting
- Freeform level painting with brush
- Improve visual
Fire
- Improve Fire feedback
- Improve firefighting feelings
Other noticeable additions:
- Paint Spells
- Simplified Chinese Localization
- UI pass to make it more readable (still placeholder)
- Basic form to gather feedback
- Basic Audio SFX and Musics
Breachway - RIV
Hey everyone, time for another patch!
Besides the new content, the major standout thing we fixed in this patch is the game settings being saved when you exit the game, for some reason, somewhere down the line this got disabled and we never noticed.
We also added an option to disable the software cursor, as there have been reports of it lagging for some people (edit: this currently has a known bug of the option being automatically disabled when switching scenes, a hotfix will be pushed tomorrow.)

Breachway 1.10.7.0.0 Changelog:
  • Fixed a bug where user settings (language, volume, etc) would revert when launching to the game
  • Added an option in the settings menu to disable software cursor
  • Added the Mk II drafting library for the Barrier Shield equipment
  • Added a new subsystem: Pre-loaded Drum (Point defense) - Start combat with 1 Missile defense (automatically shoot down the first enemy missile)
  • Added a new subsystem: Shatterlink (Flak) - On applying Brittle, your precision attacks deal +1 damage for the current turn
  • Added a new subsystem: Target Mapper (Laser) - Gain 1 stack of Predictive Aim after every 3 Laser attacks played
  • Modified Layered Defense and Layered Defense+ to give a base shield value (2) besides the bonus shield value
  • Predictive Aim - now deals double damage at both upgraded and base card levels, increased its cost for the base version to 3 Mass, and its cooldown to 6 turns
  • Predictive Aim - no longer expires at the end of your turn, and can be stacked by playing multiple instances of the card, resulting in more attacks being affected by the buff
  • Fixed a bug with the underprepared disadvantage (start with -3 reactor power and regain 1 each turn)
  • Fixed a bug where repairing your hull with the mechanic station action did not correctly update the full repair cost in the station
  • Fixed High explosives buff card expiring on the first enemy turn
  • Fixed Issue where Layered Defense+ would display a higher shield value than what you would get

We're now turning our attention toward finishing the content for the new sector structure (we’re moving to 3 smaller sectors instead of 2) and dialing in the difficulty progression so runs feel smoother and players have more occasions to build up their ship.

A quick note: most of the team (2 out of 3 of us) will be away next week, so there will be a short break in our recent weekly update cadence.

Thank you for playing, testing, reporting bugs, and sharing feedback, Breachway is becoming better every week thanks to you.

– The Breachway Team

Talisman: Digital 5th Edition - Tom Longshaw-Young

Hello, adventurers! ːTalProToadː ːBlueTalismanː

The nights are drawing in, the air has a distinct chill, and there’s a definite feeling of magic (and maybe a little mischief) all around. Here at Nomad, October has been another month of focusing on Talisman, both 5th Edition and Classic. There exciting new developments, and, as always, incredible moments shared with you, our community.

So, grab a pumpkin-spiced potion from the tavern, get comfortable, and let’s take a look back at a truly memorable October!

We are ecstatic to announce that in October, we officially launched the closed beta for the first corner expansion for Talisman: Digital 5th Edition: a remaster of the fan-favourite 4th Edition expansion, The City!

For those who never had the chance to visit, The City is a bustling, high-risk, high-reward region that adds a supplementary game board to your quest for the Crown of Command. It’s a place of immense opportunity and equally great peril. Within its walls, you can visit a host of unique shops to spend your hard-earned gold, including:  

  • The Armoury, for powerful new weapons and armour.

  • The Magic Emporium, for potent spells and enchanted objects.

  • The Pet Shop, where you can acquire exotic followers to aid you on your quest.

  • The Potion Shop, offering a range of magical concoctions with powerful, and sometimes unexpected, effects.

But commerce isn't the only thing driving this metropolis. At the City Gate, you can pick up Wanted Posters, taking on bounties to hunt down specific creatures across the land for a handsome gold reward. Navigating the City itself is a strategic challenge, with one-way streets forcing you to plan your path carefully to reach your destination.

Launching The City first into a closed beta was a deliberate choice on our part - with this being such a fan-favourite expansion, we wanted to make sure that some of the first people to try it were among the most dedicated Talisman fans. They are also the group who know the rules for both 4th and 5th Edition better than everyone, so they’re quick to notice things not working quite as they should be when it happens! Their feedback so far has been invaluable, and this collaborative process ensures the final product is as polished and faithful to the original expansion as possible.

Choosing to remaster a beloved classic like The City for our next 5th Edition expansion is something we hope the wider Talisman community are excited for too. We want to keep showing our deep respect for the game's legacy and our commitment to bringing the best of Talisman's history into its future, with your help!

While our focus is firmly on the future with Talisman: Digital 5th Edition, we know that the classic 4th Edition experience holds a special place in the hearts of many adventurers. We want to reassure our long-time players that we remain deeply committed to Talisman: Digital Classic Edition, and October was a busy month for our team in supporting this beloved classic.

In October, we rolled out a couple of important patches based directly on player reports and our own monitoring. First up, was a patch that introduced a range of performance improvements and bug fixes, both improving how Talisman: Digital Classic Edition

performs and handles things like saving games, but also ironing out some community-reported bugs too. You can read the full patch notes here on Steam: https://store.steampowered.com/news/app/247000/view/497206645180335048Then on October 13th, we released a small but crucial patch that made some behind-the-scenes adjustments to the Nomad Account system. Some of our recent updates had knocked things out of alignment, and this fix ensures that player statistics were once again being tracked correctly, so your hard-earned victories and character progression are properly recorded.  

We also addressed a more disruptive issue that some players were experiencing later in October. Thanks to reports from the community both directly and on the Steam forums, we were able to identify and fix a crash that was occurring for some players during character selection at the start of a game. Getting you into your adventure smoothly is our top priority, and we’re grateful to everyone who helped us pinpoint these problems!

As ever, the most exciting things happening with our games are the things you, the players, are doing with them. October was another incredible month for community-led events and content.

We’ve seen so many of you embarking on your own quests for the Crown of Command in both Talisman: Digital Classic Edition and Talisman: Digital 5th Edition, and exciting things have been happening with the physical game too, as the first players started showing off the new Nemesis: Call of the Hunt expansion in October too.

Check out some of our favourite highlights from October:

https://youtu.be/IvYNHpxAGM0?si=POnzhuYeuvr6Ispr

https://www.youtube.com/watch?v=qI9cBDQlxnM

https://youtu.be/nAyjHj3lh2Q?si=7IcKxuCpQU40UCSuIf you’ve ever thought about streaming your own Talisman adventures, we wholeheartedly encourage you to do it! Share your adventures with us on social media, and you might just see yourself featured in a future round-up.

Last time we sent out a studio round-up, we specifically put out a call for community questions, and you all didn’t disappoint! We’ve featured all of the questions we got in October below, so thank you to everyone who sent questions our way.

From Kevin via Email

  • “I play on the Nintendo Switch. I used to play with people on Steam. Is cross play still working?

Right now, the Nintendo Switch version of Talisman: Digital Classic Edition is running on a slightly older version of the game, before the latest patches we released on Steam this October. Because it’s on an older version, they can’t play online with each other - because of the difference in how the newer version handles interactions and saves, things would quickly fall apart once the two different versions sent conflicting information to each other.

For extra context, we’ve been releasing patches at quite a quick rate last month, and the approval/submission processes for Nintendo takes quite a bit of time to get through. For example, if we’d have submitted a new version of Talisman: Digital Classic Edition to Nintendo at the same time as we launched the first of our October updates, by the time it was released to users, the 2nd patch we released in October would already be out on Steam.

So, instead of going through the process of submitting a new update to Nintendo, our plan is to roll all of the smaller updates we’ve done so far to Talisman: Digital Classic Edition lately into one bigger Nintendo Switch update, to bring it back in-line with the other platforms and re-enable crossplay.

Sadly this does mean that there is a time window where cross-play between the Switch and other platforms doesn’t work, but it’s only temporary - and we know what we need to do to get it back and running again.

We appreciate all the patience people have shown in the meantime!

From Philip Burton via Email

  • “Will you be creating the 5th edition for iPad?

That’s the plan! Once we’ve released the Xbox and PlayStation versions of Talisman: Digital 5th Edition onto the world, we’re going to be taking another step back to look at what we want to do next with 5th Edition.

On our list of ‘official big things to do that are exciting with Talisman: Digital 5th Edition’ is a mobile port, but we’ve not put in a solid date for that yet. Once we have, we’ll let everyone know!

From Anthony Cogan via Email

  • Couple of questions with regards to the Fate Beckons expansion. I have reached trial 4 now and enjoy seeing the card unlocks. Sadly I don't seem to have them available to use in the normal verses version of Talisman. In the physical board game certain revealed cards and spells can get added to the normal Talisman deck. Does this option happen when we complete the last trial on Fate Beckons? Can we have a facility to turn off the extra non-default characters for Talisman if we want to stick to a solid version of the board game. I.e Druid, Jester and Minstrel.

Thanks for the questions Anthony!

First up, adding cards from Alliances back into the base game is something we looked at late during the development of the expansion digitally, however we realised that for the amount of development time it would take to implement the ability to do that would have delayed the launch of the expansion more than we’d be happy with.

So, we ended up launching the expansion without this feature, but that doesn’t mean we can’t add it in the future! We’re constantly looking for ways to improve what already exists in Talisman: Digital 5th Edition, whether in the base game or in any DLC. So, we’ll add this request to our community request database that we’re constantly pulling from when we’re looking at what to work on next.

For your second question, one of the community requests we’ve had and already noted has been for the ability to ‘veto’ or remove certain characters from the pool of available characters in a game, whether that be during character selection or when using random character assignment - so we’ll bump that request a bit higher up the priority list for you!

From GG's Sun via the Nomad Games Discord

  • Hey, thanks for all the work so far on the digital 5e! I personally prefer and enjoy the new visuals, huds and menus. I wanted to ask how progress is on some form of ranking up and unlocks system. These have always been my favourite part of games since I was a kid, and it tends to keep me playing longer than I otherwise would and when trying new things! Aside from the obvious unlocking of player titles and icons, would it be possible to unlock different ‘skins’, or colour palettes for the characters in-game - perhaps even a rare shiny ‘metal’ miniature to use?

Thanks for the question!

To answer this, it’d be best to give a bit of context as to how things have happened behind the scenes here at Nomad since the launch of Talisman: Digital 5th Edition.

You see, before the launch of the game, we put out a roadmap for the game that explained what our future plans were, and one of the features of that roadmap was something called the Character Mastery Update. Our original plan was to bring this update out shortly after the base game was released, however due to a mixture of circumstances (such as needing to adjust our focus to bring up the review scores for the base game, the community demand for expansions to be added sooner and more) we had to put that specific update on the back-burner and adjust our original schedule.

That doesn’t mean the update has been scrapped though - and from the kind of features you’re describing, we’re confident that the Character Mastery Update would fulfill all the desires you’re expressing you’d like to see added to Digital 5th Edition.

So, for now, we appreciate your patience while we continue to make more Talisman: Digital 5th Edition updates, and hope you keep watching this space for the Character Mastery Update!


And that’s the end of this month's studio update! Don’t forget, if you’ve got questions you want to ask the Nomad team, you can always send your questions to questions@nomadgames.co.uk, or send us a message in one of the many places we're on the internet.

PurrPlate - Arcus Games

Hello, café managers! ☕🐾

The PurrPlate demo has just been updated to the latest version!This update brings greater stability, fixes a number of key issues, and adds new features including the Mad Cat tutorial, new mission system, and several player-requested improvements.

We warmly invite you to download the new build and continue sharing your café stories with us in the community!


Bug Fixes

This update focuses on resolving several major issues affecting gameplay:

· Fixed a bug where a single staff member could occupy two double-seated positions.

· Fixed an issue where using the scroll wheel in the scene editor caused unwanted zooming.

· Fixed an error where staff stats could overflow and display negative values (especially movement speed).

· Fixed an issue where the easter-egg character Mad Cat could not trigger dialogue.

· Optimized cat pathfinding — cats will now automatically adjust their routes when blocked, completely resolving the stuck issue.

· Fixed an issue where grass in the back area of the scene could not be removed.

· Fixed a bug in the construction interface where pressing ESC could cause UI layering errors or prevent building (this can only occur under extremely rapid repeated inputs).

· Fixed an issue where restarting expeditions could cause duplicated exploration sites.

· Fixed the pause function so it now properly pauses gameplay and closes the staff and exploration UIs.

· Fixed incorrect worker placement on the watchtower (cats now stand on the tower as intended).

· Fixed animation errors and freezes in weather effects.

· Fixed occasional issues where certain buildings could not be constructed.

· Fixed an overlapping UI issue when switching between windows.

· Fixed a rare bug where special character recruitment generated empty objects.


Quality-of-Life Improvements Based on Player Feedback

Thank you all for your valuable feedback! We’ve added several small yet useful updates to make café management smoother:

· Added character skill descriptions to the Management page.

· Added staff details to the Staff Management section of buildings.

· Employee list now shows each staff member’s current position.

· Added staff skill info to the Expedition interface.

· Added hotkey prompts for adjusting game speed.

· New missions now automatically focus the main screen for better visibility.


New Features & System Changes

Mad Cat Arrives! A New “Soft Tutorial” Begins

· Added a new tutorial sequence led by the easter-egg character Mad Cat.

· Mad Cat will now proactively start conversations to introduce features and missions.

· Added the Mad Cat Telephone Booth, allowing players to talk directly with Mad Cat and trigger random tasks.

· Reworked the dialogue and mission structure — each level and mode now features unique conversations and objectives to enhance immersion.

Farm Interaction Update

· Farms can now auto-plant crops even without assigned cats (harvests still need to be done manually).

· When cats are assigned to a farm, crops will now auto-harvest upon maturity and trigger a UI notification.

UI Updates

· Added social media and community hyperlinks to the demo’s main menu for quick access.

· Added an in-game Notice Board for future news and thank-you letters.


Thank You!

A heartfelt thank-you to every café manager supporting PurrPlate!

Your feedback and encouragement mean the world to us ❤️

Please continue sharing your discoveries and adorable cat moments in the comments!

Let’s keep building and caring for this cozy, bustling little café together ☕🐾

The PurrPlate Dev Team

Nov 3
Bachelairs - tijmentio

fixed steam achievements

Bzk Ball - ina_09

Hey friends, Bzk Ball playtest as part of DevGAMM Portugal 2025 is LIVE!

When: November 3rd 00:01 → November 9th 23:59 CEST

Where: Steam (PC + Steam Deck)

Bzk Ball is a physics-driven sports shooter where every play revolves around the ball, and precision decides the winner.

WHAT'S INCLUDED

  • Game modes: Bzk Soccer, Bzk Tennis, and a chaotic, random, endlessly fun Tornado Mode that is exclusive to Bzk Soccer

  • Victory Road: Play matches, earn points, advance on the road, and unlock titles, cosmetics, and exclusive skins

  • Online multiplayer 1v1 and 2v2 with an arsenal of strategic primary and secondary gears that define your playstyle

Grab your friends, join the chaos, and show us your best moves!


☑️ Sign up for playtest today. Be ready when the doors open!

💬 Join the conversation on Discord and help shape the future of Bzk Ball.

👉 Follow us on X/TwitterInstagram, and TikTok to stay updated.

https://store.steampowered.com/app/3871040/Bzk_Ball/

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